zoukankan      html  css  js  c++  java
  • 原生JS,运动的小人

    今天突然想起来,不知道在什么网站上看的一个纯纯的原生JS写的效果,运动的小人,所以在这里给大家分享一下代码:

    并说明:
    这不是本人写的,而是我在浏览网站是无意中发现的,现在已经不记得是哪个网站了,但是要说明,这不是本人的代码,求大神现身吧!!

    先看效果图:先是统一动作

     

    后随机动作:

     

    并且鼠标可任意拉扯小人进行拖拽,拽到最上方时,鼠标不松手,即可会有两只小人从屏幕上方掉下来,一直是被你鼠标托上去那只,一直是

    比拖的那只大两倍大小人!!

    来看代码:

      1 <!DOCTYPE html>
      2 <html >
      3 <head>
      4     <meta charset="UTF-8">
      5     <title>The Last Experience</title>
      6     <style>
      7         html {
      8             overflow: hidden;
      9         }
     10 
     11         body {
     12             position: absolute;
     13             margin: 0;
     14             padding: 0;
     15              100%;
     16             height: 100%;
     17             background: #000;
     18         }
     19 
     20         canvas {
     21             position: absolute;
     22              100%;
     23             height: 100%;
     24             background: #000;
     25         }
     26     </style>
     27 
     28 
     29 </head>
     30 
     31 <body>
     32 
     33 
     34 <script>
     35     'use strict';
     36 
     37     function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
     38 
     39     var Robot = function () {
     40         function Robot(color, light, size, x, y, struct) {
     41             _classCallCheck(this, Robot);
     42 
     43             this.points = [];
     44             this.links = [];
     45             this.frame = 0;
     46             this.dir = 1;
     47             this.size = size;
     48             this.color = Math.round(color);
     49             this.light = light;
     50 
     51             // ---- points ----
     52             var id = 0;
     53             for (var _iterator = struct.points, _isArray = Array.isArray(_iterator), _i = 0, _iterator = _isArray ? _iterator : _iterator[Symbol.iterator]();;) {
     54                 var _ref;
     55 
     56                 if (_isArray) {
     57                     if (_i >= _iterator.length) break;
     58                     _ref = _iterator[_i++];
     59                 } else {
     60                     _i = _iterator.next();
     61                     if (_i.done) break;
     62                     _ref = _i.value;
     63                 }
     64 
     65                 var p = _ref;
     66 
     67                 this.points.push(new Point(id++, size * p[0] + x, size * p[1] + y, p[2]));
     68             }
     69 
     70             // ---- links ----
     71             for (var _iterator2 = struct.links, _isArray2 = Array.isArray(_iterator2), _i2 = 0, _iterator2 = _isArray2 ? _iterator2 : _iterator2[Symbol.iterator]();;) {
     72                 var _ref2;
     73 
     74                 if (_isArray2) {
     75                     if (_i2 >= _iterator2.length) break;
     76                     _ref2 = _iterator2[_i2++];
     77                 } else {
     78                     _i2 = _iterator2.next();
     79                     if (_i2.done) break;
     80                     _ref2 = _i2.value;
     81                 }
     82 
     83                 var l = _ref2;
     84 
     85                 var p0 = this.points[l[0]];
     86                 var p1 = this.points[l[1]];
     87                 var dx = p0.x - p1.x;
     88                 var dy = p0.y - p1.y;
     89                 this.links.push(new Link(this, p0, p1, Math.sqrt(dx * dx + dy * dy), l[2] * size / 3, l[3], l[4]));
     90             }
     91         }
     92 
     93         Robot.prototype.update = function update() {
     94 
     95             // ---- beat ----
     96             if (++this.frame % 20 === 0) this.dir = -this.dir;
     97 
     98             // ---- create giants ----
     99             if (dancerDrag && this === dancerDrag && this.size < 16 && this.frame > 600) {
    100                 dancerDrag = null;
    101                 dancers.push(new Robot(this.color, this.light * 1.25, this.size * 2, pointer.x, pointer.y - 100 * this.size * 2, struct));
    102                 dancers.sort(function (d0, d1) {
    103                     return d0.size - d1.size;
    104                 });
    105             }
    106 
    107             // ---- update links ----
    108             for (var _iterator3 = this.links, _isArray3 = Array.isArray(_iterator3), _i3 = 0, _iterator3 = _isArray3 ? _iterator3 : _iterator3[Symbol.iterator]();;) {
    109                 var _ref3;
    110 
    111                 if (_isArray3) {
    112                     if (_i3 >= _iterator3.length) break;
    113                     _ref3 = _iterator3[_i3++];
    114                 } else {
    115                     _i3 = _iterator3.next();
    116                     if (_i3.done) break;
    117                     _ref3 = _i3.value;
    118                 }
    119 
    120                 var link = _ref3;
    121 
    122                 var p0 = link.p0;
    123                 var p1 = link.p1;
    124                 var dx = p0.x - p1.x;
    125                 var dy = p0.y - p1.y;
    126                 var dist = Math.sqrt(dx * dx + dy * dy);
    127 
    128                 if (dist) {
    129 
    130                     var tw = p0.w + p1.w;
    131                     var r1 = p1.w / tw;
    132                     var r0 = p0.w / tw;
    133                     var dz = (link.distance - dist) * link.force;
    134                     dx = dx / dist * dz;
    135                     dy = dy / dist * dz;
    136                     p1.x -= dx * r0;
    137                     p1.y -= dy * r0;
    138                     p0.x += dx * r1;
    139                     p0.y += dy * r1;
    140                 }
    141             }
    142 
    143             // ---- update points ----
    144             for (var _iterator4 = this.points, _isArray4 = Array.isArray(_iterator4), _i4 = 0, _iterator4 = _isArray4 ? _iterator4 : _iterator4[Symbol.iterator]();;) {
    145                 var _ref4;
    146 
    147                 if (_isArray4) {
    148                     if (_i4 >= _iterator4.length) break;
    149                     _ref4 = _iterator4[_i4++];
    150                 } else {
    151                     _i4 = _iterator4.next();
    152                     if (_i4.done) break;
    153                     _ref4 = _i4.value;
    154                 }
    155 
    156                 var point = _ref4;
    157 
    158                 // ---- drag ----
    159                 if (this === dancerDrag && point === pointDrag) {
    160 
    161                     point.x += (pointer.x - point.x) * 0.1;
    162                     point.y += (pointer.y - point.y) * 0.1;
    163                 }
    164 
    165                 // ---- dance ----
    166                 if (this !== dancerDrag) {
    167 
    168                     point.fn && point.fn(16 * Math.sqrt(this.size), this.dir);
    169                 }
    170 
    171                 // ---- verlet integration ----
    172                 point.vx = point.x - point.px;
    173                 point.vy = point.y - point.py;
    174                 point.px = point.x;
    175                 point.py = point.y;
    176                 point.vx *= 0.995;
    177                 point.vy *= 0.995;
    178                 point.x += point.vx;
    179                 point.y += point.vy + 0.01;
    180             }
    181 
    182             for (var _iterator5 = this.links, _isArray5 = Array.isArray(_iterator5), _i5 = 0, _iterator5 = _isArray5 ? _iterator5 : _iterator5[Symbol.iterator]();;) {
    183                 var _ref5;
    184 
    185                 if (_isArray5) {
    186                     if (_i5 >= _iterator5.length) break;
    187                     _ref5 = _iterator5[_i5++];
    188                 } else {
    189                     _i5 = _iterator5.next();
    190                     if (_i5.done) break;
    191                     _ref5 = _i5.value;
    192                 }
    193 
    194                 var link = _ref5;
    195 
    196                 var p1 = link.p1;
    197 
    198                 // ---- ground ----
    199                 if (p1.y > canvas.height * ground - link.size * 0.5) {
    200                     p1.y = canvas.height * ground - link.size * 0.5;
    201                     p1.x -= p1.vx;
    202                     p1.vx = 0;
    203                     p1.vy = 0;
    204                 }
    205 
    206                 // ---- borders ----
    207                 if (p1.id === 1 || p1.id === 2) {
    208                     if (p1.x > canvas.width - link.size) p1.x = canvas.width - link.size;else if (p1.x < link.size) p1.x = link.size;
    209                 }
    210             }
    211         };
    212 
    213         Robot.prototype.draw = function draw() {
    214 
    215             for (var _iterator6 = this.links, _isArray6 = Array.isArray(_iterator6), _i6 = 0, _iterator6 = _isArray6 ? _iterator6 : _iterator6[Symbol.iterator]();;) {
    216                 var _ref6;
    217 
    218                 if (_isArray6) {
    219                     if (_i6 >= _iterator6.length) break;
    220                     _ref6 = _iterator6[_i6++];
    221                 } else {
    222                     _i6 = _iterator6.next();
    223                     if (_i6.done) break;
    224                     _ref6 = _i6.value;
    225                 }
    226 
    227                 var link = _ref6;
    228 
    229                 if (link.size) {
    230 
    231                     var dx = link.p1.x - link.p0.x;
    232                     var dy = link.p1.y - link.p0.y;
    233                     var a = Math.atan2(dy, dx);
    234                     var d = Math.sqrt(dx * dx + dy * dy);
    235 
    236                     // ---- shadow ----
    237                     ctx.save();
    238                     ctx.translate(link.p0.x + link.size * 0.25, link.p0.y + link.size * 0.25);
    239                     ctx.rotate(a);
    240                     ctx.drawImage(link.shadow, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size);
    241                     ctx.restore();
    242 
    243                     // ---- stroke ----
    244                     ctx.save();
    245                     ctx.translate(link.p0.x, link.p0.y);
    246                     ctx.rotate(a);
    247                     ctx.drawImage(link.image, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size);
    248                     ctx.restore();
    249                 }
    250             }
    251         };
    252 
    253         return Robot;
    254     }();
    255 
    256     var Link = function Link(parent, p0, p1, dist, size, light, force) {
    257         _classCallCheck(this, Link);
    258 
    259         // ---- cache strokes ----
    260         function stroke(color, axis) {
    261 
    262             var image = document.createElement('canvas');
    263             image.width = dist + size;
    264             image.height = size;
    265             var ict = image.getContext('2d');
    266             ict.beginPath();
    267             ict.lineCap = "round";
    268             ict.lineWidth = size;
    269             ict.strokeStyle = color;
    270             ict.moveTo(size * 0.5, size * 0.5);
    271             ict.lineTo(size * 0.5 + dist, size * 0.5);
    272             ict.stroke();
    273             if (axis) {
    274                 var s = size / 10;
    275                 ict.fillStyle = "#000";
    276                 ict.fillRect(size * 0.5 - s, size * 0.5 - s, s * 2, s * 2);
    277                 ict.fillRect(size * 0.5 - s + dist, size * 0.5 - s, s * 2, s * 2);
    278             }
    279             return image;
    280         }
    281 
    282         this.p0 = p0;
    283         this.p1 = p1;
    284         this.distance = dist;
    285         this.size = size;
    286         this.light = light || 1.0;
    287         this.force = force || 0.5;
    288         this.image = stroke("hsl(" + parent.color + " ,30%, " + parent.light * this.light + "%)", true);
    289         this.shadow = stroke("rgba(0,0,0,0.5)");
    290     };
    291 
    292     var Point = function Point(id, x, y, fn, w) {
    293         _classCallCheck(this, Point);
    294 
    295         this.id = id;
    296         this.x = x;
    297         this.y = y;
    298         this.w = w || 0.5;
    299         this.fn = fn || null;
    300         this.px = x;
    301         this.py = y;
    302         this.vx = 0;
    303         this.vy = 0;
    304     };
    305 
    306     var Canvas = function () {
    307         function Canvas() {
    308             var _this = this;
    309 
    310             _classCallCheck(this, Canvas);
    311 
    312             this.elem = document.createElement('canvas');
    313             this.ctx = this.elem.getContext('2d');
    314             document.body.appendChild(this.elem);
    315             this.resize();
    316             window.addEventListener('resize', function () {
    317                 return _this.resize();
    318             }, false);
    319         }
    320 
    321         Canvas.prototype.resize = function resize() {
    322 
    323             this.width = this.elem.width = this.elem.offsetWidth;
    324             this.height = this.elem.height = this.elem.offsetHeight;
    325             ground = this.height > 500 ? 0.85 : 1.0;
    326         };
    327 
    328         return Canvas;
    329     }();
    330 
    331     var Pointer = function () {
    332         function Pointer(canvas) {
    333             var _this2 = this;
    334 
    335             _classCallCheck(this, Pointer);
    336 
    337             this.x = 0;
    338             this.y = 0;
    339             this.canvas = canvas;
    340 
    341             window.addEventListener('mousemove', function (e) {
    342                 return _this2.move(e);
    343             }, false);
    344             canvas.elem.addEventListener('touchmove', function (e) {
    345                 return _this2.move(e);
    346             }, false);
    347             window.addEventListener('mousedown', function (e) {
    348                 return _this2.down(e);
    349             }, false);
    350             window.addEventListener('touchstart', function (e) {
    351                 return _this2.down(e);
    352             }, false);
    353             window.addEventListener('mouseup', function (e) {
    354                 return _this2.up(e);
    355             }, false);
    356             window.addEventListener('touchend', function (e) {
    357                 return _this2.up(e);
    358             }, false);
    359         }
    360 
    361         Pointer.prototype.down = function down(e) {
    362 
    363             this.move(e);
    364 
    365             for (var _iterator7 = dancers, _isArray7 = Array.isArray(_iterator7), _i7 = 0, _iterator7 = _isArray7 ? _iterator7 : _iterator7[Symbol.iterator]();;) {
    366                 var _ref7;
    367 
    368                 if (_isArray7) {
    369                     if (_i7 >= _iterator7.length) break;
    370                     _ref7 = _iterator7[_i7++];
    371                 } else {
    372                     _i7 = _iterator7.next();
    373                     if (_i7.done) break;
    374                     _ref7 = _i7.value;
    375                 }
    376 
    377                 var dancer = _ref7;
    378 
    379                 for (var _iterator8 = dancer.points, _isArray8 = Array.isArray(_iterator8), _i8 = 0, _iterator8 = _isArray8 ? _iterator8 : _iterator8[Symbol.iterator]();;) {
    380                     var _ref8;
    381 
    382                     if (_isArray8) {
    383                         if (_i8 >= _iterator8.length) break;
    384                         _ref8 = _iterator8[_i8++];
    385                     } else {
    386                         _i8 = _iterator8.next();
    387                         if (_i8.done) break;
    388                         _ref8 = _i8.value;
    389                     }
    390 
    391                     var point = _ref8;
    392 
    393                     var dx = pointer.x - point.x;
    394                     var dy = pointer.y - point.y;
    395                     var d = Math.sqrt(dx * dx + dy * dy);
    396                     if (d < 60) {
    397                         dancerDrag = dancer;
    398                         pointDrag = point;
    399                         dancer.frame = 0;
    400                     }
    401                 }
    402             }
    403         };
    404 
    405         Pointer.prototype.up = function up(e) {
    406             dancerDrag = null;
    407         };
    408 
    409         Pointer.prototype.move = function move(e) {
    410 
    411             var touchMode = e.targetTouches,
    412                     pointer = undefined;
    413             if (touchMode) {
    414                 e.preventDefault();
    415                 pointer = touchMode[0];
    416             } else pointer = e;
    417             this.x = pointer.clientX;
    418             this.y = pointer.clientY;
    419         };
    420 
    421         return Pointer;
    422     }();
    423 
    424     // ---- init ----
    425 
    426     var ground = 1.0;
    427     var canvas = new Canvas();
    428     var ctx = canvas.ctx;
    429     var pointer = new Pointer(canvas);
    430     var dancerDrag = null;
    431     var pointDrag = null;
    432 
    433     // ---- main loop ----
    434 
    435     function run() {
    436 
    437         requestAnimationFrame(run);
    438         ctx.clearRect(0, 0, canvas.width, canvas.height);
    439         ctx.fillStyle = "#222";
    440         ctx.fillRect(0, 0, canvas.width, canvas.height * 0.15);
    441         ctx.fillRect(0, canvas.height * 0.85, canvas.width, canvas.height * 0.15);
    442 
    443         for (var _iterator9 = dancers, _isArray9 = Array.isArray(_iterator9), _i9 = 0, _iterator9 = _isArray9 ? _iterator9 : _iterator9[Symbol.iterator]();;) {
    444             var _ref9;
    445 
    446             if (_isArray9) {
    447                 if (_i9 >= _iterator9.length) break;
    448                 _ref9 = _iterator9[_i9++];
    449             } else {
    450                 _i9 = _iterator9.next();
    451                 if (_i9.done) break;
    452                 _ref9 = _i9.value;
    453             }
    454 
    455             var dancer = _ref9;
    456 
    457             dancer.update();
    458             dancer.draw();
    459         }
    460     }
    461 
    462     // ---- robot structure ----
    463 
    464     var struct = {
    465 
    466         points: [[0, -4, function (s, d) {
    467             this.y -= 0.01 * s;
    468         }], [0, -16, function (s, d) {
    469             this.y -= 0.02 * s * d;
    470         }], [0, 12, function (s, d) {
    471             this.y += 0.02 * s * d;
    472         }], [-12, 0], [12, 0], [-3, 34, function (s, d) {
    473             if (d > 0) {
    474                 this.x += 0.01 * s;
    475                 this.y -= 0.015 * s;
    476             } else {
    477                 this.y += 0.02 * s;
    478             }
    479         }], [3, 34, function (s, d) {
    480             if (d > 0) {
    481                 this.y += 0.02 * s;
    482             } else {
    483                 this.x -= 0.01 * s;
    484                 this.y -= 0.015 * s;
    485             }
    486         }], [-28, 0, function (s, d) {
    487             this.x += this.vx * 0.035;
    488             this.y -= 0.001 * s;
    489         }], [28, 0, function (s, d) {
    490             this.x += this.vx * 0.035;
    491             this.y -= 0.001 * s;
    492         }], [-3, 64, function (s, d) {
    493             this.y += 0.02 * s;
    494             if (d > 0) {
    495                 this.y -= 0.01 * s;
    496             } else {
    497                 this.y += 0.05 * s;
    498             }
    499         }], [3, 64, function (s, d) {
    500             this.y += 0.02 * s;
    501             if (d > 0) {
    502                 this.y += 0.05 * s;
    503             } else {
    504                 this.y -= 0.01 * s;
    505             }
    506         }], [0, -4.1]],
    507 
    508         links: [[3, 7, 12, 0.5], [1, 3, 24, 0.5], [1, 0, 18, 0.5], [0, 11, 60, 0.8], [5, 9, 16, 0.5], [2, 5, 32, 0.5], [1, 2, 50, 1], [6, 10, 16, 1.5], [2, 6, 32, 1.5], [4, 8, 12, 1.5], [1, 4, 24, 1.5]]
    509     };
    510 
    511     // ---- instanciate robots ----
    512     var dancers = [];
    513 
    514     for (var i = 0; i < 6; i++) {
    515         dancers.push(new Robot(i * 360 / 7, 80, 4, (i + 2) * canvas.width / 9, canvas.height * ground - 295, struct));
    516     }
    517 
    518     run();
    519 </script>
    520 
    521 </body>
    522 </html>

    我还没研究透彻!!这位大神 不会是外国人吧??

  • 相关阅读:
    Linux下链接mysql数据库的命令
    linux cp命令参数及用法详解
    svn命令在linux下的使用
    把一个一维数组转换为in ()
    JS修改标签中的文本且不影响其中标签
    Underscore template
    JavaScript动态加载js文件
    JavaScript库基本格式写法
    JavaScript class 使用
    Uncaught TypeError: Cannot read property 'ownerDocument' of null
  • 原文地址:https://www.cnblogs.com/yang-ting/p/7119389.html
Copyright © 2011-2022 走看看